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author | UbitUmarov | 2012-04-16 16:16:55 +0100 |
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committer | UbitUmarov | 2012-04-16 16:16:55 +0100 |
commit | 86a2169d7343825c74ae271f637002377b92b438 (patch) | |
tree | 5bfc66b130edcacc738d3f4e8b4efa854a37fe7e /OpenSim/Region/Physics/Manager/PhysicsScene.cs | |
parent | Use chode character actor.SetMomentum() to force full restore Velocity in sce... (diff) | |
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ubitODE + physmanager: - Revised use of ODE collisions categories and bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
Diffstat (limited to 'OpenSim/Region/Physics/Manager/PhysicsScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/Manager/PhysicsScene.cs | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/Manager/PhysicsScene.cs b/OpenSim/Region/Physics/Manager/PhysicsScene.cs index f2c0c28..d10a2aa 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsScene.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsScene.cs | |||
@@ -43,6 +43,34 @@ namespace OpenSim.Region.Physics.Manager | |||
43 | public delegate void JointDeactivated(PhysicsJoint joint); | 43 | public delegate void JointDeactivated(PhysicsJoint joint); |
44 | public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" | 44 | public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation" |
45 | 45 | ||
46 | public enum RayFilterFlags:ushort | ||
47 | { | ||
48 | // the flags | ||
49 | water = 0x01, | ||
50 | land = 0x02, | ||
51 | agent = 0x04, | ||
52 | nonphysical = 0x08, | ||
53 | physical = 0x10, | ||
54 | phantom = 0x20, | ||
55 | volumedtc = 0x40, | ||
56 | |||
57 | // ray cast colision control (may only work for meshs) | ||
58 | BackFaceCull = 0x4000, | ||
59 | ClosestHit = 0x8000, | ||
60 | |||
61 | // some combinations | ||
62 | LSLPhanton = phantom | volumedtc, | ||
63 | PrimsNonPhantom = nonphysical | physical, | ||
64 | PrimsNonPhantomAgents = nonphysical | physical | agent, | ||
65 | |||
66 | AllPrims = nonphysical | phantom | volumedtc | physical, | ||
67 | AllButLand = agent | nonphysical | physical | phantom | volumedtc, | ||
68 | |||
69 | ClosestAndBackCull = ClosestHit | BackFaceCull, | ||
70 | |||
71 | All = 0x3f | ||
72 | } | ||
73 | |||
46 | /// <summary> | 74 | /// <summary> |
47 | /// Contact result from a raycast. | 75 | /// Contact result from a raycast. |
48 | /// </summary> | 76 | /// </summary> |
@@ -54,6 +82,8 @@ namespace OpenSim.Region.Physics.Manager | |||
54 | public Vector3 Normal; | 82 | public Vector3 Normal; |
55 | } | 83 | } |
56 | 84 | ||
85 | |||
86 | |||
57 | public abstract class PhysicsScene | 87 | public abstract class PhysicsScene |
58 | { | 88 | { |
59 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | 89 | // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); |
@@ -280,6 +310,16 @@ namespace OpenSim.Region.Physics.Manager | |||
280 | return new List<ContactResult>(); | 310 | return new List<ContactResult>(); |
281 | } | 311 | } |
282 | 312 | ||
313 | public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter) | ||
314 | { | ||
315 | return null; | ||
316 | } | ||
317 | |||
318 | public virtual bool SuportsRaycastWorldFiltered() | ||
319 | { | ||
320 | return false; | ||
321 | } | ||
322 | |||
283 | public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){} | 323 | public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, RaycastCallback retMethod){} |
284 | public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { } | 324 | public virtual void RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod) { } |
285 | public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) | 325 | public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count) |